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Book Homo Ludens Ils 86

Download or read book Homo Ludens Ils 86 written by J. Huizinga and published by Routledge. This book was released on 2014-02-25 with total page 248 pages. Available in PDF, EPUB and Kindle. Book excerpt: This is Volume III of nine in series on the Sociology of Culture. Originally published in 1949, this is a study of the play-element in culture and is translated from the German edition.

Book Examining the Evolution of Gaming and Its Impact on Social  Cultural  and Political Perspectives

Download or read book Examining the Evolution of Gaming and Its Impact on Social Cultural and Political Perspectives written by Valentine, Keri Duncan and published by IGI Global. This book was released on 2016-06-20 with total page 491 pages. Available in PDF, EPUB and Kindle. Book excerpt: With complex stories and stunning visuals eliciting intense emotional responses, coupled with opportunities for self-expression and problem solving, video games are a powerful medium to foster empathy, critical thinking, and creativity in players. As these games grow in popularity, ambition, and technological prowess, they become a legitimate art form, shedding old attitudes and misconceptions along the way. Examining the Evolution of Gaming and Its Impact on Social, Cultural, and Political Perspectives asks whether videogames have the power to transform a player and his or her beliefs from a sociopolitical perspective. Unlike traditional forms of storytelling, videogames allow users to immerse themselves in new worlds, situations, and politics. This publication surveys the landscape of videogames and analyzes the emergent gaming that shifts the definition and cultural effects of videogames. This book is a valuable resource to game designers and developers, sociologists, students of gaming, and researchers in relevant fields.

Book Handbook of Research on Acquiring 21st Century Literacy Skills Through Game Based Learning

Download or read book Handbook of Research on Acquiring 21st Century Literacy Skills Through Game Based Learning written by Lane, Carol-Ann and published by IGI Global. This book was released on 2022-01-07 with total page 958 pages. Available in PDF, EPUB and Kindle. Book excerpt: Emerging technologies are becoming more prevalent in global classrooms. Traditional literacy pedagogies are shifting toward game-based pedagogy, addressing 21st century learners. Therefore, within this context there remains a need to study strategies to engage learners in meaning-making with some element of virtual design. Technology supports the universal design learning framework because it can increase the access to meaningful engagement in learning and reduce barriers. The Handbook of Research on Acquiring 21st Century Literacy Skills Through Game-Based Learning provides theoretical frameworks and empirical research findings in digital technology and multimodal ways of acquiring literacy skills in the 21st century. This book gains a better understanding of how technology can support leaner frameworks and highlights research on discovering new pedagogical boundaries by focusing on ways that the youth learn from digital sources such as video games. Covering topics such as elementary literacy learning, indigenous games, and student-worker training, this book is an essential resource for educators in K-12 and higher education, school administrators, academicians, pre-service teachers, game developers, researchers, and libraries.

Book Learning and Collaboration Technologies  Designing  Developing and Deploying Learning Experiences

Download or read book Learning and Collaboration Technologies Designing Developing and Deploying Learning Experiences written by Panayiotis Zaphiris and published by Springer Nature. This book was released on 2020-07-10 with total page 602 pages. Available in PDF, EPUB and Kindle. Book excerpt: This two-volume set LNCS 12205 and LNCS 12206 constitutes the proceedings of the 7th International Conference on Learning and Collaboration Technologies, LCT 2020, held as part of the 22nd International Conference, HCI International 2020, which took place in Copenhagen, Denmark, in July 2020. The total of 1439 papers and 238 posters included in the 37 HCII 2020 proceedings volumes was carefully reviewed and selected from 6326 submissions. The papers in this volume are organized in the following topical sections: designing and evaluating learning experiences; learning analytics, dashboards and learners models; language learning and teaching; and technology in education: policies and practice. As a result of the Danish Government's announcement, dated April 21, 2020, to ban all large events (above 500 participants) until September 1, 2020, the HCII 2020 conference was held virtually.

Book Games User Research

    Book Details:
  • Author : Miguel Angel Garcia-Ruiz
  • Publisher : CRC Press
  • Release : 2017-12-19
  • ISBN : 1498706428
  • Pages : 311 pages

Download or read book Games User Research written by Miguel Angel Garcia-Ruiz and published by CRC Press. This book was released on 2017-12-19 with total page 311 pages. Available in PDF, EPUB and Kindle. Book excerpt: "Fundamentally, making games is designing with others, everyone contributing from different angles towards the best possible product. Conclusively, Garcia-Ruiz has chosen a collection of chapters that demonstrates several different aspects of working in gaming and working with others that stands to raise the level of expertise in the field." —Veronica Zammitto, Senior Lead Games User Research, Electronic Arts, Inc., from the Foreword Usability is about making a product easy to use while meeting the requirements of target users. Applied to video games, this means making the game accessible and enjoyable to the player. Video games with high usability are generally played efficiently and frequently while enjoying higher sales volumes. The case studies in this book present the latest interdisciplinary research and applications of games user research in determining and developing usability to improve the video game user experience at the human–computer interface level. Some of the areas examined include practical and ethical concerns in conducting usability testing with children, audio experiences in games, tangible and graphical game interfaces, controller testing, and business models in mobile gaming. Games User Research: A Case Study Approach provides a highly useful resource for researchers, practitioners, lecturers, and students in developing and applying methods for testing player usability as well as for conducting games user research. It gives the necessary theoretical and practical background for designing and conducting a test for usability with an eye toward modifying software interfaces to improve human–computer interaction between the player and the game.

Book Disruptive Technologies in Education and Workforce Development

Download or read book Disruptive Technologies in Education and Workforce Development written by Delello, Julie A. and published by IGI Global. This book was released on 2024-07-17 with total page 369 pages. Available in PDF, EPUB and Kindle. Book excerpt: The education sector and workforce each face significant challenges in adapting to the unprecedented pace of technological advancement. Integrating artificial intelligence (AI), big data analytics, and other disruptive technologies is reshaping job roles and even entire industries, creating a pressing need for individuals and institutions to keep pace with these transformations. However, understanding and harnessing these technologies' potential can be daunting, especially without comprehensive resources that provide insights into their multifaceted impacts. Disruptive Technologies in Education and Workforce Development offers a comprehensive solution by exploring the profound implications of disruptive and emerging technologies. This book provides a roadmap for educators, policymakers, and professionals seeking to navigate the complexities of the digital age. The book focuses on innovative teaching and learning approaches, equipping readers with the knowledge and strategies to leverage these technologies effectively.

Book Educational Media and Technology Yearbook

Download or read book Educational Media and Technology Yearbook written by Robert Maribe Branch and published by Springer Nature. This book was released on 2019-11-06 with total page 451 pages. Available in PDF, EPUB and Kindle. Book excerpt: This is Volume 42 of the Educational Media and Technology Yearbook. For the past 40 years, our Yearbook has contributed to the field of Educational Technology in presenting contemporary topics, ideas, and developments regarding diverse technology tools for educational purposes. Our Yearbook has inspired researchers, practitioners, and teachers to consider how to develop technological designs and develop curricula and instruction integrating technology to enhance student learning, teach diverse populations across levels with effective technology integration, and apply technology in interactive ways to motivate students to engage in course content. In addition, Volume 42 features the Virtual Reality (VR) and Augmented Reality (AR) research and educational use cases, organized and coordinated by Vivienne and David. This section provides evidence that the affordances of AR, VR, and mixed reality, defined as an immersive multi-platform experience reality (XR), have begun to make indelible changes in teaching and learning in the United States. XR’s recent developments stimulated the editors to propose a special edition to mark the interoperability of immersive technology to push the boundaries of human curiosity, creativity, and problem solving. After years of incremental development, XR has reached a critical level of investment, infrastructure, and emerging production. The chapters included in this section illustrate how XR can push user inquiry, engagement, learning, and interactivity to new levels within physical and digital contexts.

Book The Mobilities Paradox

Download or read book The Mobilities Paradox written by Maximiliano E. Korstanje and published by Edward Elgar Publishing. This book was released on 2018-01-26 with total page 256 pages. Available in PDF, EPUB and Kindle. Book excerpt: The theory of mobilities has gained great recognition and traction over recent decades, illustrating not only the influence of mobilities in daily life but also the rise and expansion of globalization worldwide. But what if this sense of mobilities is in fact an ideological bubble that provides the illusion of freedom whilst limiting our mobility or even keeping us immobile? This book reviews the strengths and weaknesses of the mobilities paradigm and in doing so constructs a bridge between Marxism and Cultural theory.

Book Designing Games Meant for Sharing

Download or read book Designing Games Meant for Sharing written by Ioana-Iulia Cazacu and published by CRC Press. This book was released on 2024-08-01 with total page 143 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book talks about the importance of social mechanics in games and how these mechanics evolved over time to accommodate new technologies and new social contexts. It looks at the innovation happening in the field of new-age social games, discussing in detail what has been learnt from designing for the younger generation, how these findings can inform game design philosophy and how this can be applied to game development more broadly. Part 1 of this book provides a brief history of games as social interaction and discusses the differences between online and offline social gaming. Part 2 covers Facebook social gaming and design lessons from first-generation social games. Part 3 introduces design philosophies for the hyper-social genre and includes an important chapter on design ethics. Finally, Part 4 looks ahead to the future of social games and how game designers can incorporate learnings from this book in their own work. This book will appeal to game designers and students of game design looking to learn how to apply learnings from social game design in their own games.

Book Handbook of Research on Cross Disciplinary Uses of Gamification in Organizations

Download or read book Handbook of Research on Cross Disciplinary Uses of Gamification in Organizations written by Bernardes, Oscar and published by IGI Global. This book was released on 2022-01-28 with total page 657 pages. Available in PDF, EPUB and Kindle. Book excerpt: Gaming is increasingly prevalent in our society and everyday lives as a form of leisure or competition. The typical aim of gaming is to gain a pleasant experience from the game. Because of the saturation of gaming in global society, the gamification concept and its operationalization in non-gaming contexts has become a growing practice. This technological novelty is the basis for an innovative change in many types of environments such as education, commerce, marketing, work, health, governance, and sustainability, among others. The service sector especially has shown widespread adoption of the method as it seeks to increase and motivate audiences and promote brands. However, little research is available on the adoption of gamification in organizations, leading to a need for literature that investigates best practices for utilization and implementation. The Handbook of Research on Cross-Disciplinary Uses of Gamification in Organizations is a comprehensive and timely reference book that explores the field of gamification for economic and social development. This book provides dynamic research from this emerging field. Covering topics such as distance learning, health behaviors, and workplace training, this book is a valuable reference for researchers, marketing managers, students, managers, executives, software developers, IT specialists, technology developers, faculty of P-12 and higher education, teachers, professors, government officials, and academicians.

Book Transforming Society and Organizations through Gamification

Download or read book Transforming Society and Organizations through Gamification written by Agnessa Spanellis and published by Springer Nature. This book was released on 2021-05-07 with total page 386 pages. Available in PDF, EPUB and Kindle. Book excerpt: Gamification is the application of game-design elements and game principles to non-game contexts, and has been used to solve problems by applying characteristics of games. Though it has principally been applied in the areas of business and education, this book seeks to expand focus beyond this, looking at how gamification can be used for social change, the development of organizations and the implementation of the UN Sustainable Development goals. Including contributors from across the glove, it draws on a rich array of case studies, from inclusivity in the workplace to ecosystems in the Amazon. A timely contribution to an exciting, growing field, this book engages with the theoretical framework and lays out the foundations for a rigorous theory-based stream of research. It will be valuable reading to scholars and practitioners interested in social change, sustainability, gamification and organizational studies. Agnessa Spanellis (PhD, MEng) is an Assistant Professor at Heriot-Watt University, Scotland and a member of the Research Centre for Logistics and Sustainability at Edinburgh Business School, leading research on gamification for sustainable development and exploring how gamification can improve social and environmental sustainability, especially in more deprived and impoverished communities in low-income counties. J. Tuomas Harviainen (PhD, MBA) works as Associate Professor of information Practices at Tampere University, Finland. Harviainen's work ranges from information sharing in creative organizations to games and gamification. He firmly believes that good research can also be a form of societal activism.

Book How Video Games Impact Players

Download or read book How Video Games Impact Players written by Ryan Rogers and published by Lexington Books. This book was released on 2016-05-17 with total page 173 pages. Available in PDF, EPUB and Kindle. Book excerpt: How Video Games Impact Players provides a balanced and nuanced look at the complex role that video games play in society through an analysis of the positive and negative effects of game rules, feedback, and self-presentation. Rogers examines the positive aspects of video games like their use in education, encouragement of prosocial behaviors, and enablement of mood management, as well as the negative aspects like their association with violence and diversity issues, promotion of substance use behaviors, and their role as an outlet for harassment behaviors.

Book The Business of Gamification

Download or read book The Business of Gamification written by Mikolaj Dymek and published by Taylor & Francis. This book was released on 2016-09-13 with total page 252 pages. Available in PDF, EPUB and Kindle. Book excerpt: At the turn of the century the term "gamification" was introduced as a concept to understand the process of using game mechanics in "non-game" contexts. The impact of gamification was soon evident to business practices where it had impact both on marketing and, more broadly, on the organizations themselves. As the number of individuals playing video games grows, there seem to be an acceptance of game mechanics elsewhere. Its effectiveness is highly dependent on both technical possibilities and cultural acceptance, two factors present today. The aim of The Business of Gamification is to critically analyze the practical and theoretical consequences of gamification. Practically, how has gamification been applied in businesses to this point, and what are the future scenarios? Theoretically, what are the contributions of gamification to existing academic knowledge? How does this change our understanding of how business are performing and its consequences, for organizations, consumers, and society in general? This edited volume contains new, and stringent, perspectives on how gamification is contextualized in business settings, both in theory as well as in practice. This book will provide a wealth of research for individuals seriously interested in the industry at the academic level. As a result, this book will serve as a reference in curricula associated with video game development for years to come.

Book Business Process Management Workshops

Download or read book Business Process Management Workshops written by Cristina Cabanillas and published by Springer Nature. This book was released on 2023-02-10 with total page 339 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book constitutes revised papers from the International Workshops held at the 20th International Conference on Business Process Management, BPM 2022, in Münster, Germany, during September 11-15, 2022. Papers from the following workshops are included: · 6th International Workshop on Artificial Intelligence for Business Process Management (AI4BPM 2022) · 6th International Workshop on Business Processes Meet Internet-of-Things (BP-Meet-IoT 2022) · 18th International Workshop on Business Process Intelligence (BPI 2022) · 2nd International Workshop on Business Process Management and Routine Dynamics (BPM&RD 2022) · 14th International Workshop on Social and Human Aspects of Business Process Management (BPMS2 2022) · 1st International Workshop on Data-Driven Business Process Optimization (BPO 2022) · 10th International Workshop on DEClarative, DECision and Hybrid approaches to processes (DEC2H 2022) · 1st International Workshop on Natural Language Processing for Business Process Management (NLP4BPM 2022) Each of the eight workshops focused on particular aspects of business process management. Overall, after a thorough review process, there were 23 full and 3 short papers selected from a total of 51 submissions. Only one of the short papers is included in the proceedings.

Book The Photography Teacher s Handbook

Download or read book The Photography Teacher s Handbook written by Garin Horner and published by CRC Press. This book was released on 2016-02-05 with total page 257 pages. Available in PDF, EPUB and Kindle. Book excerpt: The Photography Teacher’s Handbook is an educator’s resource for developing active, flipped learning environments in and out of the photo classroom, featuring ready-to-use methods to increase student engagement and motivation. Using the latest research on the cognitive science of effective learning, this book presents groundbreaking strategies to inspire students to collaborate, explore, and internalize photographic principles and concepts. The innovative practices in this book reimagine the traditional, scholarly pedagogy into a dynamic, teacher-guided, learner-centered approach. Key features include: Step-by-step instructions that explain how and why to flip a photography classroom Hands-on exercises and activities to help students take charge of their learning experience Practical advice from more than 100 respected photography educators An interactive companion website with informative videos, links, and resources for students and educators alike

Book Discourses We Live By  Narratives of Educational and Social Endeavour

Download or read book Discourses We Live By Narratives of Educational and Social Endeavour written by Hazel R. Wright and published by Open Book Publishers. This book was released on 2020-07-03 with total page 382 pages. Available in PDF, EPUB and Kindle. Book excerpt: What are the influences that govern how people view their worlds? What are the embedded values and practices that underpin the ways people think and act? Discourses We Live By approaches these questions through narrative research, in a process that uses words, images, activities or artefacts to ask people – either individually or collectively within social groupings – to examine, discuss, portray or otherwise make public their place in the world, their sense of belonging to (and identity within) the physical and cultural space they inhabit. This book is a rich and multifaceted collection of twenty-eight chapters that use varied lenses to examine the discourses that shape people’s lives. The contributors are themselves from many backgrounds – different academic disciplines within the humanities and social sciences, diverse professional practices and a range of countries and cultures. They represent a broad spectrum of age, status and outlook, and variously apply their research methods – but share a common interest in people, their lives, thoughts and actions. Gathering such eclectic experiences as those of student-teachers in Kenya, a released prisoner in Denmark, academics in Colombia, a group of migrants learning English, and gambling addiction support-workers in Italy, alongside more mainstream educational themes, the book presents a fascinating array of insights. Discourses We Live By will be essential reading for adult educators and practitioners, those involved with educational and professional practice, narrative researchers, and many sociologists. It will appeal to all who want to know how narratives shape the way we live and the way we talk about our lives.

Book ECGBL2015 9th European Conference on Games Based Learning

Download or read book ECGBL2015 9th European Conference on Games Based Learning written by Robin Munkvold and Line Kolås and published by Academic Conferences and publishing limited. This book was released on 2015-09-18 with total page 825 pages. Available in PDF, EPUB and Kindle. Book excerpt: These proceedings represent the work of researchers participating in the 9th European Conference on Games-Based Learning, which is being hosted this year by Nord-Trondelag University College, Steinkjer, Norway, on the 8-9 October 2015. The Conference has become a key platform for individuals to present their research findings, display their work in progress and discuss conceptual advances in many different areas and specialties within Games-Based Learning. It also offers the opportunity for like-minded individuals to meet, discuss and share knowledge. ECGBL continues to evolve and develop, and the wide range of papers and topics will ensure an interesting two-day conference. In addition to the main streams of the conference, there are mini tracks focusing on the areas of the design of multiplayer/collaborative serious games, applied Games and gamification, the teacher's role in game-based learning, games for STEM (Science, Technology, Engineering, Mathematics) learning, assessment of digital game-based learning and pervasive and ubiquitous gaming for learning. In addition to the presentations of research we are delighted to host the third year of the Serious Game competition, which provides an opportunity for educational game designers and creators to participate in the conference and demonstrate their game design and development skills in an international competition. This competition is again sponsored by SEGAN - Serious Games Network. With an initial submission of more than 60 games, 28 finalists will present their games at the conference. Prizes will be awarded to the games judged to demonstrate the best quality and originality of game play itself and the positioning and articulation of the game's contribution to the educational domain. With an initial submission of 190 abstracts, after the double blind peer review process, there are 75 research papers, 15 PhD research papers, 4 Non Academic papers and 8 work-in-progress papers published in these Conference Proceedings. These papers represent research from more than 40 countries, including Australia, Austria, Belgium, Brazil, Bulgaria, Canada, Czech Republic, Denmark, Finland, France, Germany, Greece, Hungary, Ireland, Israel, Italy, Japan, Malaysia, Norway, Portugal, Russia, Saudi Arabia, Slovakia, Slovenia, South Africa, Spain, Sweden, Switzerland, Taiwan/ROC, The Netherlands, The Netherlands, United Arab Emirates, UK and USA